Unnamed project has a name, v.0.1.0 is out now, and more...

So, last night I quietly released the first "version" of my unnamed solo project. If you're on the GameJolt page for the game, then obviously you know how to find it! If you're reading this on my personal website however, you can check the project out here!

Finally naming the game

In the process of uploading the game to GameJolt, I decided I needed to finally attach a name to the project. An earlier poll asking what word people liked placed after "Puppy" found an overwhelming number vote for "Plunder." However, I thought "Puppy Plunder" was a strange name as the player isn't stealing puppies, they're a puppy who steals from other puppies. So, the game has now been named "Plunder Pups!"

Plunder Pups, ver. 0.1.0

This release features the following:

Basic menu with credits screen and basic quitting functionality

Standard Human vs AI vs AI vs AI game

Time limit of 2 minutes (will eventually be customizable)

Basic AI

Majority of game mechanics implemented

The current state of Plunder Pups is obviously quite basic. There have been a few things I've noticed that need to be changed, ranging from the UI being clearly placeholder, to AI still being somewhat glitchy. On top of this, I've noticed a few things from playing an actual build of the game, rather than the game in Unity. For example, the UI hasn't been scaled to the screen resolution correctly, which is something I've completely overlooked, but which isn't really an issue at the moment. Some smaller issues will be fixed in the near future, and it's likely I'll upload a patch for the game.

Progress on game jamming

Tomorrow is going to be my first session of 12 hour game jamming! I'm unsure of whether I'll be working on my own new project, someone else's brand new vision, or an on-going game, but I'm excited to finally be doing some collaborative work this year! Expect a devlog/blog post of some sort soon after!